- Joined
- Aug 18, 2020
Sorry for the lack of updates recently. Anyway...
On his way there, Roy passes through the territory of Laus, governed by Lord Erik.
Beneath this beauty, however, lies treachery and great skullduggery...
Lord Erik. I don't think I've yet praised your wisdom in joining Bern.
Thank you, sire. Ancient vows and traditions are nothing more than a burden anyway.
You, my friend, are wise beyond your years. Now, where is that gift you promised me? She does not seem to be here.
Ah, yes! She is in her quarters. She is exceedingly naive, you see.. When I told her she could meet her brother, she cooperated without question. You there! Bring her here!
Welcome, Lady Clarine.
Who might you be?
I am Narcian, one of Bern's three Wyvern Generals. My lovely little lass, I think you will enjoy my company more than your brother's... Hm... Hm... Hm...
Heh... Ha Ha Ha!
What? Why do you laugh?
You compare yourself to my brother? You think too highly of yourself. Your garb, your hair--even your speech... All a painfully obvious guise to hide your true lowborn face.
Lowborn?! Me?! You would compare ME to a peasant?!
Oh, heavens no. I would sooner compare you to a filthy, disease-ridden mutt!
Y-you vermin!! I'll see you suffer!
What?! Impossible! What of Slater?
Err... His whereabouts are unknown, sire. The enemy is reported to be Roy, son of Marquess Pherae.
...
Accursed interruptions! Lord Erik, lock the girl in a cell. I will give her the pleasure of my company when I return! You, blockade the highroad from Ostia. This Roy might just pass by. I want his head!
With that, Narcian leaves, enemies flood the map and we begin
---
Priority one, as usual, will be the villages. Especially the one in the south.
The bulk of the enemy force is cavaliers and these guys. Nomads are like cavaliers except they use bows. They're also demonstrating why this chapter is kind of annoying. Even the slowest of the cavs have 5 speed, which means even my fastest unit (Lance) can't double them. It just makes cutting through the fodder take that much longer.
This is how I position everyone on my first turn. The force just under the cliffs have lances so Lot and Wade are going that way. Alan is in a position to bait the cav next to the village. You can't see in this image, but Chad is heading for the village next to our position.
I forgot to unequip the hand axe from last chapter.
At least he hit on the counter.
After I went to the trouble of positioning Allen, the cav goes for Deke instead. Whatever, one less cav to worry about.
Oops. This is why you always check ranges.
Lot and Wade both attack a cav each. Wade's one is full health so he only reduces him to half hp.
Lugh finishes him off for an amazing level.
Wade is closer to the front line than Lot, so I have Elen heal him. Roy pops a vulnerary to heal the damage he took from my idiocy.
Only thieves can use lockpicks. But I have something called a door key, which will open any door. Anyone can use it. You can have it.
Like the kid said, these work on any door, but magically disappear after use. If you've ever played a Zelda game, you know how these work
Some enemy units advance on enemy phase and a cutscene starts
???: ...Hey.
Who's there?!
He wants to see you.
I will not. I refuse to meet with such churlish people.
Just get over here.
Let go! You will regret this! Have you any idea who I am?!
...
Let go, I say!
Trouble brewing in the castle it seems.
Back on my turn I demonstrate the other reason nomads are annoying. They are bugged in this game meaning effective weapons like the Rapier don't affect them.
Here's the damage against a cav, for comparison. Bear in mind he's doing -1 might from fighting against the weapon triangle.
So I have Deke obliterate him instead. Poor guy never knew what hit him.
Lugh starts on the frontmost cav
Wolt plinks at him for an evasive level
And Roy finishes him off. This is why I hate this chapter; it took three of my units working together to kill one mook. And this is a chapter where you need to kill these guys off ASAP.
It's not all bad though. This is the best level he's gotten so far.
Like I said in the opening chapter, I really don't like using Marcus, but it's one less guy to kill off.
Allen and Lance form a line to protect Lugh and Shanna heads for the northern village.
Deke isn't exactly a smart choice, but he's the only target the cav wasn't losing the triangle against. Deke softens him up for Lugh on the counter.
Shanna's dash for the northern village hasn't gone unnoticed, as an archer advances north. Also on enemy phase:
Keep it down. You won't be able to make a clean escape making all that noise.
Escape?! Then you're...
I prepared a horse for you out back under a tree. Take it and go, while everyone's distracted.
Why are you helping me?
I despise Bern with all my soul.
With all your soul?
...Never mind. Forget it.
Saying that only piques my curiosity further.
Time is short. Hurry!
(Clarine is on the map, just hidden behind her speech bubble)
A proper gentleman would escort a lady to her mansion!
Well, it's hardly of concern now. Sigh, I only came here to see my brother, and now look at the mess I'm in...What am I to do now?
Clarine is the green (neutral) unit in the center. Neutral, or NPC, units cannot be controlled by the player. They generally do their own thing. Clarine will advance towards Roy and recruit herself to our army when she is adjacent to him.
In a shocking twist, the enemy will not attack her until she joins. This goes against everything I know about pre-localization FE.
Lugh finishes off the cav that attacked Deke.
We're not about to abandon the land in which we were born. Please take this sword. It was given to us generations ago. A gift from the marquess.
Very nice. Shanna scurries back out of the archer's range.
Not much else happens on my turn, apart from moving my sword arms south for no reason at all.
Surprise!
Pirate:'Course, you'll hear no complaints from us. Turmoil's how we make a living. Heh heh heh...
Yeah I forgot to rip his sprite. Arrest me.
The archer makes a poor choice.
Clarine reaches Roy:
Me?
Do you see anyone else? You are the leader of this little group, are you not?
I am.
Most convenient. Very well then. You will protect me.
Excuse me?
Hard of hearing? I said that you will protect me from harm.
Away with you, peasant. I was not addressing you.
What?! Who do you think--
Calm yourself, Merlinus... It looks like she's being pursued by the castle's soldiers. That's why she wants us to guard her. Right?
Um, yes! That is correct...
Im...impudent child! We can't simply accept any useless girl into our army!
You may call me Lady Clarine, peasant. And I am not useless! I can use staves to heal wounded allies.
So you'll help us fight?
...If that's what it takes! I suppose I can't simply demand protection without any kind of payment.
Thanks, we appreciate it! Our enemy is Bern, so we need everyone we can get. I'm Roy. Pleased to meet you, Lady Clarine.
The pleasure is all-- Ahem! Let's focus on the issue at hand.
Painless enough.
In case I didn't mention it, those pirates can cross water. If you don't know it's coming, saving the southern village can be tough.
This is Clarine. She's a healer, like Elen, but she has a horse, giving her increased mobility.
Roy and Deke head to the beach for pirate-clearing duty.
On enemy phase:
What do you want?
We need some backup. Take some troops and prepare for battle.
...
Are you deaf? Go and fight!
I heard you. I'll leave when I'm ready.
*Rutger leaves*
Tsk. Not the amiable sort, is he? If his sword arm is as skilled as the rumors say, though, then it's no matter.
Back on my phase:
roy.png
I don't line giving too many kills to Deke, for the same reason as Marcus, but the rest of the units are needed up north. Speaking of...
Rutger finally appears on the map and advances towards our army. We'll talk about him in a moment.
Two cavs go for Lot and Wade
No, Wade, what are you doing? Lot's supposed to be the useless one
This is Rutger. He's showing off a Fire Emblem staple: recruitable enemies. He's also a Myrmidon. Myrmidons are like Mercenaries in that they don't hit very hard, but they're accurate. They are more min-maxed than mercenaries though (i.e. they have even lower strength, but even higher skill/speed.
This is what makes Rutger scary. If you've read my post on mechanics, you'll know that killer weapons are very dangerous. If Rutger engages with any of our team, he has a roughly 30% chance of killing them outright (remember that enemies move the same turn they appear in this game). If you've been looking at my positioning up to now and wondering why I've been avoiding the center of the map like the plague, now you know.
This is the crucial turn of the chapter. If I can recruit Rutger and take out his entourage without losing anyone we should be home free.
You recruit enemies in this game by having a specific character, Clarine in this case, run up and talk to them.
What? You're still here?
"Still here?" You abandoned me in the middle of a battlefield! How can you have the nerve to say that? I could have been killed!
I guess you're lucky you're still alive then. Did you want something or can I go now?
Just a moment! I shan't allow you to abandon me twice. A gentleman must take responsibility for his actions.
Responsibility? For what? I saved you from that twisted sadist.
If a gentleman rescues a lady, he must also escort her to her mansion! In what fairy tale does some barf of a man abandon his princess?
...What in the world are you on about?
Besides, you said you "despise Bern with all your soul." If you ask me, you'd be better off joining us. We'll be fighting Bern, you know.
What? Wait! Is that true? Is that army you're in really going to challenge Bern?
Yes... Our leader, Floyd or whatever his name is, told me so himself.
...Fine.
Yes?
I'll join your army. Satisfied?
Ah...I suppose.
*Rutger leaves*
Wait! My protection is more important than fighting Bern! Come back!
Oh Clarine. Also, Rutger is the best. Usually when there is a recruitable enemy, it's made glaringly obvious which unit to use, as in this case.
With Rutger on our side, Clarine gets out of dodge.
Wade softens up one of the cavs
Elen heals up Lot so he can finish him off
And he misses and gets hit, not only undoing Elen's work but ruining my plans for this turn
Allen gets to work on the other cav
I feed another kill to Marcus. In hindsight, I must have missed the fact this guy only has 3hp
Lugh takes a potshot at the cav Lot missed
Lance finishes him off
I had hoped to have more units to deal with the enemies around Rutger. One other factor that makes him difficult to recruit is on top of him having a decent chance of just killing a unit, he has lacking defenses. So even if he doesn't crit, he may be killed by your unit's counterattack.
This lack of defense works against us here, too. He killed the fighter in the screenshot above (without critting, naturally), but he still has to take an attack from the archer, as well as the fighter behind him. There is also a pair of cavs hidden by the interface, but he is out of their range, thankfully.
The pirates attack Roy on enemy phase. He isn't fast enough to double.
Sigh... so much for the beach defense. 8.2% with true hit in case you were wondering.
The fighter goes for Rutger and gets killed in return.
FUCK YOU, LOT! FUCKING KILL YOURSELF!
Swear to God, I'm this close to feeding him to a mercenary out of spite.
Smelling blood, the archer goes for him instead of Rutger. This isn't enough to redeem yourself, my man.
First order of business: get Roy patched up.
Deke clears up after him
Even with his retreat, Roy is still in range of the hand axe pirate, so I move Chad into his range in case he's a more tempting target.
Allen gets to work on the cav Lot missed. Oddly, he has a higher chance hitting against the triangle with an iron sword than with an iron lance (78%). I opt for the former.
Good Lord, it's contagious.
Lugh softens him up.
Weapon triangle? What's that
The cav is finally out of our hair.
Lance one-rounds the archer behind him for a shit level. Just a couple of enemies by the castle and the pirates to deal with now.
Enemy phase and my ploy to draw the pirate away from Roy pays off.
One of the cavs by the castle pokes Rutger. He doesn't like this and criticals in return.
It's sparse, but I will never complain about strength on a Myrmidon.
Chad softens up the hand axe pirate.
Roy can barely finish him off.
Rutger takes a loan of Lance's iron sword and heads to the beach to assist.
I want to spread these pirate kills around, so I have Deke move away. Nothing happens on enemy phase except the pirates advancing.
Myrmidons don't have good strength but even with an iron sword Rutger is completely showing Roy up.
Deke lends his iron blade to Roy and he and Chad double team a pirate. I'd like to say I was confident enough to do this but I did drop a save state, just in case.
It ends up being unnecessary.
There are still pirates on the map, but I'm really just grinding supports now.
I forgot about this guy. He started advancing because I sent Shanna down to the southern village. At least she wasn't in his range.
Lugh softens him up so I can feed him to Shanna.
Woo...
A pirate reaches the beach trio. This one gave me a fright because that's a higher hit rate than I was expecting.
Roy and Chad were both close to leveling up so I had them double team the pirate like before.
Chad puts his growths into action
Roy continues to be our boy.
There's only one enemy on the map, minus the boss, so I finally have Shanna visit the final village:
We'll all suffer under Bern's iron-fisted rule. But you just might be able to stop them. Here is something that will help you fight a little longer. Think carefully before using it.
Nice! An angelic robe is a stat-up item. These permanently increase a stat of the unit that uses it, but disappear after use. Angelic robes permanently increase a unit's max hp. Had Shanna got a decent level just now, I might have considered giving it to her.
I also have Shanna visit the shop here. There was a shop in chapter 2, but it only sold vulneraries so I didn't bother. Here, I buy two fire tomes and two heal staves.
There's also an armory. I buy two of each weapon.
Allen and Roy get a C support.
Hmmm....
Is something wrong, Lord Roy?
...
Lord Roy!
Oh! Allen. Sorry, I was lost in my thoughts.
You seem to be thinking a lot these days, Lord Roy.
Maybe so...
What are you worried about?
I was just thinking about how to move our troops.
How to move the troops?
The enemy grows stronger all the time so strategies quickly become obsolete. I was wondering how to effectively break through their defensive lines.
That's easy, Lord Roy! Just allow me to charge in. I will shatter their shields and pierce their armor!
Thanks for the offer, but I don't want to put you in danger. There must be another way... I'll think on it some more.
While I was waiting I had Elen heal Allen and she got a level:
Magic for the healer
Allen and Lance get to B support as well
Allen, the battles will only get more difficult from here on.
I know, but a challenge is just what I want.
Allen, I have something to request of you. If we lose.
If we lose?
Yes. ...If it ever looks like defeat is certain, I want you to take Lord Roy and retreat. I will act as a decoy for the enemy and buy you time.
What? But what about you?
If it has to be one of us, it may as well be me. I've served House Pherae the shortest, so--
Have you lost your mind?!
...Allen?
If you're staying, then so will I. I won't allow you to run headfirst into certain death alone.
But you're one of a long line of knights serving House Pherae. It's better that you take Lord Roy and flee.
How long you've served means nothing! Let me ask you this. Do you consider yourself any less loyal than the other knights?
...
No answer? Then allow me. You're just as valuable as any of us! You've held to your knightly vows admirably! I've been your partner ever since you came to House Pherae so I know that well!
Allen...
Don't throw your life away, Lance. Lord Roy needs you. We all do.
I grind supports for a few (dozen) more turns and advance on the castle.
Erik isn't too dangerous, but he's still a cavalier, which means he's just tanky enough to be annoying, plus he's sitting on a gate adding 20 to his avoid. Those supports we just got will serve us well here.
Allen baits the archer next to the castle, and works together with Lugh to kill him.
Everything he needs.
Erik has his steel sword equipped at first, so Lugh kicks off proceedings.
Allow me to teach you the way of the world!
Lugh hits. I placed Rutger in front of Erik in the hope he would do some damage. Erik attacked Lugh with his javelin on his turn instead and Lugh hit again, bringing him down to 8hp.
I break my "wait next to the boss" strategy and attack on my turn. I actually wanted to see if there was dialog between Erik and Rutger, but no dice.
He misses and Rutger hits twice (he doesn't crit, of course)
those...who oppose... absolute power...
Whatever
A bunch of units hap 1hp missing from leveling up. I had Clarine heal them all and she got a level:
Holy crap. More like this, please.
Finally done with this fuckin' chapter.
--
Thank you. Tell everyone to get some rest.
Yes, milord.
I never would have thought that Lord Erik would turn on Lycia. I thought the Lycian League's bond was stronger than this. Cowardly Bern! Underhanded tactics!
...I apologize.
Oh... I'm sorry. I wasn't even thinking about you...
No... You are right.
We'll now proceed west towards Ostia. But now we know that even the other marquesses can't be trusted. With Lord Hector gone, I fear there may be no peaceful end for this war. Princess, do you plan on returning to Bern? If you need anything--
No, please allow me to stay, if it would not be a burden.
You, a burden? Never! But why do you wish to stay?
My brother is wrong. He is pulling the dragons into a human war. If he thinks this is how he can free the world, I must stop him.
Free the world?
Yes, he has always been obsessed with "liberating the world." He said that's the purpose of this war.
What does that mean?
I do not know... My brother is not so power-hungry that he would attempt to conquer the world. I'm sure he believes strongly in what he's done to Elibe. Regardless, that doesn't excuse the violence he has caused...
Princess Guinivere...
*End of chapter*
--
New units:
Clarine
Class: Troubador
Weapon ranks: Staves D
Affinity: Thunder
Base stats/growths:
Hp: 15/40%
Mag: 2/30%
Skl: 5/40%
Spd: 9/50%
Luck: 8/65%
Def: 2/10%
Res: 5/40%
Con: 5
Clarine is a healer, like Elen. Unlike Elen, she has the immediate benefit of a horse. Healers can't move after healing but the additional movement range really serves her usability. Really she lives or dies based on that shaky magic growth. If it comes through, great, you have an excellent healer and a potent offensive unit after promotion. If it doesn't, well at least nothing will ever hit her.
Rutger
Class: Myrmidon
Weapon ranks: Swords C
Affinity: Dark
Base stats/growths:
Hp: 22/80%
Str: 7/30%
Skl: 12/60%
Spd: 13/50%
Luck: 2/30%
Def: 5/20%
Res: 0/20%
Con: 7
I don't think I mentioned this during the chapter but Rutger demonstrates a SECOND FE staple: almost every game has a Myrmidon (or sword user with high crit if the game predates the Myrmidon class) who is either a mercenary without much loyalty to their boss, or is being forced to fight againt their will.
Anyway, like I said earlier, Myrmidons have low strenth but high speed and skill. This means that while they don't do much damage, this is offset by their high crit rate. He starts of with decently high strength for his class and, like Clarine, he needs it to turn out to be useful. Speaking of clarine, he supports really well with her.
So like I said, sorry for the delay. IRL stuff is taking me AFK next week, but I hope to get the next chapter out before Sunday.
On his way there, Roy passes through the territory of Laus, governed by Lord Erik.
Beneath this beauty, however, lies treachery and great skullduggery...
With that, Narcian leaves, enemies flood the map and we begin
---
Priority one, as usual, will be the villages. Especially the one in the south.
The bulk of the enemy force is cavaliers and these guys. Nomads are like cavaliers except they use bows. They're also demonstrating why this chapter is kind of annoying. Even the slowest of the cavs have 5 speed, which means even my fastest unit (Lance) can't double them. It just makes cutting through the fodder take that much longer.
This is how I position everyone on my first turn. The force just under the cliffs have lances so Lot and Wade are going that way. Alan is in a position to bait the cav next to the village. You can't see in this image, but Chad is heading for the village next to our position.
I forgot to unequip the hand axe from last chapter.
After I went to the trouble of positioning Allen, the cav goes for Deke instead. Whatever, one less cav to worry about.
Oops. This is why you always check ranges.
Lot and Wade both attack a cav each. Wade's one is full health so he only reduces him to half hp.
Lugh finishes him off for an amazing level.
Wade is closer to the front line than Lot, so I have Elen heal him. Roy pops a vulnerary to heal the damage he took from my idiocy.
Like the kid said, these work on any door, but magically disappear after use. If you've ever played a Zelda game, you know how these work
Some enemy units advance on enemy phase and a cutscene starts
???: ...Hey.
Trouble brewing in the castle it seems.
Back on my turn I demonstrate the other reason nomads are annoying. They are bugged in this game meaning effective weapons like the Rapier don't affect them.
Here's the damage against a cav, for comparison. Bear in mind he's doing -1 might from fighting against the weapon triangle.
So I have Deke obliterate him instead. Poor guy never knew what hit him.
Lugh starts on the frontmost cav
Wolt plinks at him for an evasive level
And Roy finishes him off. This is why I hate this chapter; it took three of my units working together to kill one mook. And this is a chapter where you need to kill these guys off ASAP.
It's not all bad though. This is the best level he's gotten so far.
Like I said in the opening chapter, I really don't like using Marcus, but it's one less guy to kill off.
Allen and Lance form a line to protect Lugh and Shanna heads for the northern village.
Deke isn't exactly a smart choice, but he's the only target the cav wasn't losing the triangle against. Deke softens him up for Lugh on the counter.
Shanna's dash for the northern village hasn't gone unnoticed, as an archer advances north. Also on enemy phase:
(Clarine is on the map, just hidden behind her speech bubble)
Clarine is the green (neutral) unit in the center. Neutral, or NPC, units cannot be controlled by the player. They generally do their own thing. Clarine will advance towards Roy and recruit herself to our army when she is adjacent to him.
In a shocking twist, the enemy will not attack her until she joins. This goes against everything I know about pre-localization FE.
Lugh finishes off the cav that attacked Deke.
Very nice. Shanna scurries back out of the archer's range.
Not much else happens on my turn, apart from moving my sword arms south for no reason at all.
Surprise!
Pirate:'Course, you'll hear no complaints from us. Turmoil's how we make a living. Heh heh heh...
Yeah I forgot to rip his sprite. Arrest me.
The archer makes a poor choice.
Clarine reaches Roy:
Painless enough.
In case I didn't mention it, those pirates can cross water. If you don't know it's coming, saving the southern village can be tough.
This is Clarine. She's a healer, like Elen, but she has a horse, giving her increased mobility.
Roy and Deke head to the beach for pirate-clearing duty.
On enemy phase:
*Rutger leaves*
Back on my phase:
roy.png
I don't line giving too many kills to Deke, for the same reason as Marcus, but the rest of the units are needed up north. Speaking of...
Rutger finally appears on the map and advances towards our army. We'll talk about him in a moment.
Two cavs go for Lot and Wade
No, Wade, what are you doing? Lot's supposed to be the useless one
This is Rutger. He's showing off a Fire Emblem staple: recruitable enemies. He's also a Myrmidon. Myrmidons are like Mercenaries in that they don't hit very hard, but they're accurate. They are more min-maxed than mercenaries though (i.e. they have even lower strength, but even higher skill/speed.
This is what makes Rutger scary. If you've read my post on mechanics, you'll know that killer weapons are very dangerous. If Rutger engages with any of our team, he has a roughly 30% chance of killing them outright (remember that enemies move the same turn they appear in this game). If you've been looking at my positioning up to now and wondering why I've been avoiding the center of the map like the plague, now you know.
This is the crucial turn of the chapter. If I can recruit Rutger and take out his entourage without losing anyone we should be home free.
You recruit enemies in this game by having a specific character, Clarine in this case, run up and talk to them.
*Rutger leaves*
Oh Clarine. Also, Rutger is the best. Usually when there is a recruitable enemy, it's made glaringly obvious which unit to use, as in this case.
With Rutger on our side, Clarine gets out of dodge.
Wade softens up one of the cavs
Elen heals up Lot so he can finish him off
And he misses and gets hit, not only undoing Elen's work but ruining my plans for this turn
Allen gets to work on the other cav
I feed another kill to Marcus. In hindsight, I must have missed the fact this guy only has 3hp
Lugh takes a potshot at the cav Lot missed
Lance finishes him off
I had hoped to have more units to deal with the enemies around Rutger. One other factor that makes him difficult to recruit is on top of him having a decent chance of just killing a unit, he has lacking defenses. So even if he doesn't crit, he may be killed by your unit's counterattack.
This lack of defense works against us here, too. He killed the fighter in the screenshot above (without critting, naturally), but he still has to take an attack from the archer, as well as the fighter behind him. There is also a pair of cavs hidden by the interface, but he is out of their range, thankfully.
The pirates attack Roy on enemy phase. He isn't fast enough to double.
Sigh... so much for the beach defense. 8.2% with true hit in case you were wondering.
The fighter goes for Rutger and gets killed in return.
FUCK YOU, LOT! FUCKING KILL YOURSELF!
Swear to God, I'm this close to feeding him to a mercenary out of spite.
Smelling blood, the archer goes for him instead of Rutger. This isn't enough to redeem yourself, my man.
First order of business: get Roy patched up.
Deke clears up after him
Even with his retreat, Roy is still in range of the hand axe pirate, so I move Chad into his range in case he's a more tempting target.
Allen gets to work on the cav Lot missed. Oddly, he has a higher chance hitting against the triangle with an iron sword than with an iron lance (78%). I opt for the former.
Good Lord, it's contagious.
Lugh softens him up.
Weapon triangle? What's that

Lance one-rounds the archer behind him for a shit level. Just a couple of enemies by the castle and the pirates to deal with now.
Enemy phase and my ploy to draw the pirate away from Roy pays off.
One of the cavs by the castle pokes Rutger. He doesn't like this and criticals in return.
It's sparse, but I will never complain about strength on a Myrmidon.
Chad softens up the hand axe pirate.
Roy can barely finish him off.
Rutger takes a loan of Lance's iron sword and heads to the beach to assist.
I want to spread these pirate kills around, so I have Deke move away. Nothing happens on enemy phase except the pirates advancing.
Myrmidons don't have good strength but even with an iron sword Rutger is completely showing Roy up.
Deke lends his iron blade to Roy and he and Chad double team a pirate. I'd like to say I was confident enough to do this but I did drop a save state, just in case.
It ends up being unnecessary.
There are still pirates on the map, but I'm really just grinding supports now.
I forgot about this guy. He started advancing because I sent Shanna down to the southern village. At least she wasn't in his range.
Lugh softens him up so I can feed him to Shanna.
Woo...
A pirate reaches the beach trio. This one gave me a fright because that's a higher hit rate than I was expecting.
Roy and Chad were both close to leveling up so I had them double team the pirate like before.
Chad puts his growths into action
Roy continues to be our boy.
There's only one enemy on the map, minus the boss, so I finally have Shanna visit the final village:
Nice! An angelic robe is a stat-up item. These permanently increase a stat of the unit that uses it, but disappear after use. Angelic robes permanently increase a unit's max hp. Had Shanna got a decent level just now, I might have considered giving it to her.
I also have Shanna visit the shop here. There was a shop in chapter 2, but it only sold vulneraries so I didn't bother. Here, I buy two fire tomes and two heal staves.
There's also an armory. I buy two of each weapon.
Allen and Roy get a C support.
Magic for the healer
Allen and Lance get to B support as well
I grind supports for a few (dozen) more turns and advance on the castle.
Erik isn't too dangerous, but he's still a cavalier, which means he's just tanky enough to be annoying, plus he's sitting on a gate adding 20 to his avoid. Those supports we just got will serve us well here.
Allen baits the archer next to the castle, and works together with Lugh to kill him.
Everything he needs.
Erik has his steel sword equipped at first, so Lugh kicks off proceedings.
Lugh hits. I placed Rutger in front of Erik in the hope he would do some damage. Erik attacked Lugh with his javelin on his turn instead and Lugh hit again, bringing him down to 8hp.
I break my "wait next to the boss" strategy and attack on my turn. I actually wanted to see if there was dialog between Erik and Rutger, but no dice.
He misses and Rutger hits twice (he doesn't crit, of course)
Whatever
A bunch of units hap 1hp missing from leveling up. I had Clarine heal them all and she got a level:
Holy crap. More like this, please.
Finally done with this fuckin' chapter.
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*End of chapter*
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New units:
Clarine
Class: Troubador
Weapon ranks: Staves D
Affinity: Thunder
Base stats/growths:
Hp: 15/40%
Mag: 2/30%
Skl: 5/40%
Spd: 9/50%
Luck: 8/65%
Def: 2/10%
Res: 5/40%
Con: 5
Clarine is a healer, like Elen. Unlike Elen, she has the immediate benefit of a horse. Healers can't move after healing but the additional movement range really serves her usability. Really she lives or dies based on that shaky magic growth. If it comes through, great, you have an excellent healer and a potent offensive unit after promotion. If it doesn't, well at least nothing will ever hit her.
Rutger
Class: Myrmidon
Weapon ranks: Swords C
Affinity: Dark
Base stats/growths:
Hp: 22/80%
Str: 7/30%
Skl: 12/60%
Spd: 13/50%
Luck: 2/30%
Def: 5/20%
Res: 0/20%
Con: 7
I don't think I mentioned this during the chapter but Rutger demonstrates a SECOND FE staple: almost every game has a Myrmidon (or sword user with high crit if the game predates the Myrmidon class) who is either a mercenary without much loyalty to their boss, or is being forced to fight againt their will.
Anyway, like I said earlier, Myrmidons have low strenth but high speed and skill. This means that while they don't do much damage, this is offset by their high crit rate. He starts of with decently high strength for his class and, like Clarine, he needs it to turn out to be useful. Speaking of clarine, he supports really well with her.
So like I said, sorry for the delay. IRL stuff is taking me AFK next week, but I hope to get the next chapter out before Sunday.
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